So Raz, I tested out the mod yesterday and I loved it! It's so fun to just have a werewolf-hunting frenzy on the full moons! Everything about the mod says "this is focused strictly on *traditional* werewolves"!
Alright, I have some suggestions;
For the guide, it needs to be a little bit more organized and helpful. But I kinda forgot about what I needed to exactly to say, so I'll come back on that later.
When the player transforms into the werewolf form once it's a night with a full moon, I think the player should automatically revert back once it's morning and the full moon is gone (except when the player transformed manually). I would like this feature because when the full-moon night was over, I didn't know and kept rampaging because I didn't revert back automatically: I had to do it manually when the minecraft day was halfway over.
For the werewolf NPCs, I noticed that they don't attack the player unless the player hits them. Will they be made hostile for non-infected players?
This is a great mod, and I'll be keeping an eye on this thread!
I have a friend who adores werewolves and stuff like that, I think I'll be keeping an eye on this for their sake - the only other functional werewolf thing I know of is Witchery and I don't think that's anywhere near version 1.8, and has an awful lot of other content if you'd only want it for the werewolf part to begin with.
Just a quick question regarding the custom skins and multiplayer... if a player were to make their own custom skin, would it show up for anyone with the mod installed automatically, or would you need to have it installed on all the other clients and maybe the server as well? Not sure how that works, so i thought I'd ask.
I'll probably give this a go when it's got more features solidly implemented and more quirks ironed out. I'll be looking forward to it!
So Raz, I tested out the mod yesterday and I loved it! It's so fun to just have a werewolf-hunting frenzy on the full moons! Everything about the mod says "this is focused strictly on *traditional* werewolves"!
Alright, I have some suggestions;
For the guide, it needs to be a little bit more organized and helpful. But I kinda forgot about what I needed to exactly to say, so I'll come back on that later.
When the player transforms into the werewolf form once it's a night with a full moon, I think the player should automatically revert back once it's morning and the full moon is gone (except when the player transformed manually). I would like this feature because when the full-moon night was over, I didn't know and kept rampaging because I didn't revert back automatically: I had to do it manually when the minecraft day was halfway over.
For the werewolf NPCs, I noticed that they don't attack the player unless the player hits them. Will they be made hostile for non-infected players?
This is a great mod, and I'll be keeping an eye on this thread!
Yeah the book needs better organization and is a bit hard to read, the next update, which will be released in a day or two, makes it easier to read and navigate. I'll continue to make more tweaks to it each update to make it better. Also I can add the option in the config file to automatically leave the transformation after a full moon.
As for the werewolves not attacking players, it is a bug that was created when I made some changes to the AI. It is fixed in the next update, as well as other AI bugs, though I'm sure more will appear.
I have a friend who adores werewolves and stuff like that, I think I'll be keeping an eye on this for their sake - the only other functional werewolf thing I know of is Witchery and I don't think that's anywhere near version 1.8, and has an awful lot of other content if you'd only want it for the werewolf part to begin with.
Just a quick question regarding the custom skins and multiplayer... if a player were to make their own custom skin, would it show up for anyone with the mod installed automatically, or would you need to have it installed on all the other clients and maybe the server as well? Not sure how that works, so i thought I'd ask.
I'll probably give this a go when it's got more features solidly implemented and more quirks ironed out. I'll be looking forward to it!
Sadly at this time custom skins will need to be on both clients to appear. If both clients have the same custom skins, and the same amount, in their config folder then they will show up. Otherwise it'll either show the default white/gray skin or another custom skin that the client has.
Yeah the book needs better organization and is a bit hard to read, the next update, which will be released in a day or two, makes it easier to read and navigate. I'll continue to make more tweaks to it each update to make it better. Also I can add the option in the config file to automatically leave the transformation after a full moon.
As for the werewolves not attacking players, it is a bug that was created when I made some changes to the AI. It is fixed in the next update, as well as other AI bugs, though I'm sure more will appear.
Awesome! Good to know. And just so you know, the secondary / werewolf hunger meter covers up the water breathing meter.
So, do werewolf NPCs and players have any weaknesses? Like gold swords (since there's no silver) or something?
Sorry, I don't mean to ask so many questions, but for the levels, shouldn't the guide say which level you are on for each ability? Because I kind of don't know how it works (I saw the level going up as I kept killing, I just didn't know when I'd get an ability).
Hey. I just saw this.
Would Love to install and try it out, but I updated my Computer to win 10, and I cant use minecraft anymore.
As long as I cant play it, I still can give suggestions to improve it.
When I still had win 7, I played a Mod called "Vampirism" that does something similar as this Mod does, but with Vampires.
Why not check it out and work together?
I dont mean that one Mod should require the other, but keeping both compatible and balanced to each other.
On the Vampirism thread, playable Werewolves are one of the most requested things, and the creator doesnt want to do more than "Maybe an Addon in far future." and its only a matter of time until someone suggests vampires in this mod, so consider to make it some sort of "Sister Mod".
You can discuss with the Vampirism creator how vampires and werewolves react to each other and if they like, hate or ignore each other.
There will be the Question if Werewolves should be drinkable and vampires eatable...
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Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Hey. I just saw this.
Would Love to install and try it out, but I updated my Computer to win 10, and I cant use minecraft anymore.
As long as I cant play it, I still can give suggestions to improve it.
When I still had win 7, I played a Mod called "Vampirism" that does something similar as this Mod does, but with Vampires.
Why not check it out and work together?
I dont mean that one Mod should require the other, but keeping both compatible and balanced to each other.
On the Vampirism thread, playable Werewolves are one of the most requested things, and the creator doesnt want to do more than "Maybe an Addon in far future." and its only a matter of time until someone suggests vampires in this mod, so consider to make it some sort of "Sister Mod".
You can discuss with the Vampirism creator how vampires and werewolves react to each other and if they like, hate or ignore each other.
There will be the Question if Werewolves should be drinkable and vampires eatable...
Oh hey, Beast. Nice to see you here. By the way, you know you can run regular (Vanilla) Minecraft on Windows 10, right? The Windows 10 version of Minecraft is basically a seperate game.
And I completely agree with you about this mod being a possible candidate for being a bonus mod with maxanier's Vampirism mod, or the other way around.
Beast, for the "Vampires and Werewolves" question, I would say that because the two rely on animals, they could be agro against each other only because of hunting reasons. And I don't think that the two would want to feed / eat eachother, just kill for my previous reason. But it's just an experimental question.
Actually, I had the two mods intalled and tested them out together. I didn't see any bugs, except that you can be a vampire AND a werewolf at the same time, which isn't how it works. Both mods would only need a little tweaking with the programming and they could be compatible. But all of this is completely your decision, Razmen.
I was planning on making this into a public 1.8 modpack, where the theme would be Vampires vs. Werewolves. The vampires would come from the "Vampirism" mod, which sadly is not 1.8. But I suggest you team up with with him/her to make them both compatible and in 1.8. I may give you a list of mods I had in mind a bit later. It would probably be the only 1.8 modpack worth playing.
Rollback Post to RevisionRollBack
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
I was planning on making this into a public 1.8 modpack, where the theme would be Vampires vs. Werewolves. The vampires would come from the "Vampirism" mod, which sadly is not 1.8. But I suggest you team up with with him/her to make them both compatible and in 1.8. I may give you a list of mods I had in mind a bit later. It would probably be the only 1.8 modpack worth playing.
The "Vampirism" mod is in 1.7.10 , but maxanier, the creator of that mod, is currently working on the 1.8 version. I think it's close to completion.
Day 3 of playing the Howling Mood mod, status: addicted. Help me, it's too much fun!
The Meaning of Life, the Universe, and Everything.
Join Date:
4/22/2012
Posts:
57
Minecraft:
Razmen
Member Details
To Killerwolf1810 & medafaka,
I currently have no plans to add the ability to turn into a regular wolf at the moment, sorry. After I finish what I have planned up to 1.2 it might make it in.
Noobly25000,
Werewolf NPCs will be villager werewolves which will be in a update after 1.0.
ezflaffer,
Before I began coding this mod I was deciding how I would do a weakness. I thought about adding silver and I thought about having gold be a configurable weakness, but I decided against them. Instead there will be a enchantment that covers it. I might allow silver weapons if you have silver ore from another mod using the ore dictionary later though. Also thank you for catching the hunger bar covering up the water breathing meter its been fixed.
TheBeastCH & Fyqcraft,
I don't mind having/creating a add-on to bridge the mods if the creator of Vampirism would like to, but if such a thing would happen it likely won't be for quite a while. There's still a lot of things I want to add to this mod first.
Before I began coding this mod I was deciding how I would do a weakness. I thought about adding silver and I thought about having gold be a configurable weakness, but I decided against them. Instead there will be a enchantment that covers it. I might allow silver weapons if you have silver ore from another mod using the ore dictionary later though. Also thank you for catching the hunger bar covering up the water breathing meter its been fixed.
Yeah, alright. Sounds good. Also, you're welcome about the meter problem, I was just concerned.
TheBeastCH & Fyqcraft,
I don't mind having/creating a add-on to bridge the mods if the creator of Vampirism would like to, but if such a thing would happen it likely won't be for quite a while. There's still a lot of things I want to add to this mod first.
I donate to the Vampirism mod, so I want to comment on this as well. But I completely agree with what you say, take your time and go at your own pace. I'll still be participating in this thread whenever I can.
How about having the model of the werewolf change as he/she progresses through the various tiers of savagery? A tier 1 werewolf would look like the classic Wolfman, a tier 3 one would look like a more typical werewolf, and a tier five would be a 4-block-tall hybrid with the ability to turn into a gigantic wolf.
How about having the model of the werewolf change as he/she progresses through the various tiers of savagery? A tier 1 werewolf would look like the classic Wolfman, a tier 3 one would look like a more typical werewolf, and a tier five would be a 4-block-tall hybrid with the ability to turn into a gigantic wolf.
That idea sounds really fun! The only thing I disagree with is with growing taller in tier 5. Someone might be in a place with a low ceiling and the next second they would transform, then suffocate in a block. I think just the change of appearance per tier model would be fine. But seriously, I like this idea. I just dunno how hard this is to program let alone if it's possible. We'll just have to wait for Razmen to reply!
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Quote from medafakanext
I wish you add the option to create your group of werewolves
a werewolf alpha is the leader of his group and he can bite humans to infect
would you added in version 1.0.0
an alpha wolf is the strongest werewolf so I think you should add the option to control other werewolves
Having a wolf pack is planned to be in 1.0, and the beginning of the implementation is already added in 0.9.8. The next update fleshes it out more.
How about having the model of the werewolf change as he/she progresses through the various tiers of savagery? A tier 1 werewolf would look like the classic Wolfman, a tier 3 one would look like a more typical werewolf, and a tier five would be a 4-block-tall hybrid with the ability to turn into a gigantic wolf.
There will be another model which will be 3 blocks tall and unlock at a high enough savagery tier which will be in a update after 1.0. But players will not be forced into that model, it'll be the choice of the player if they wants to go in that mode whenever they want once they have access to it. There will be additional pros & cons for that model as well. I have no plans to make a bigger model past 3 blocks at this time, at least not for players.
As for the update, it is almost done, it will be the last update before 1.0 most likely, and it'll have all the content/functionality that will be in 1.0.
Hello ! I have a problem in Multiplayer with the mod,When I was Changed in Werewolf, I deal normal damages with my hands (0.5) And When I have the Savagery Maxed :/ The Version of the Mod is the 0.9.8.^^" it's a bug or i need to change Settings,configs ?
Hi, can you give a few more details of it please? Like 1.7.10 or 1.8 version, what kind of server is it, and what other mods are on the server. And just in case: The increase damage only occurs if you are transformed and holding nothing in the hand. I haven't encounter this problem yet in my test server so a few more details would be helpful, thank you.
So Raz, I tested out the mod yesterday and I loved it! It's so fun to just have a werewolf-hunting frenzy on the full moons! Everything about the mod says "this is focused strictly on *traditional* werewolves"!
Alright, I have some suggestions;
For the guide, it needs to be a little bit more organized and helpful. But I kinda forgot about what I needed to exactly to say, so I'll come back on that later.
When the player transforms into the werewolf form once it's a night with a full moon, I think the player should automatically revert back once it's morning and the full moon is gone (except when the player transformed manually). I would like this feature because when the full-moon night was over, I didn't know and kept rampaging because I didn't revert back automatically: I had to do it manually when the minecraft day was halfway over.
For the werewolf NPCs, I noticed that they don't attack the player unless the player hits them. Will they be made hostile for non-infected players?
This is a great mod, and I'll be keeping an eye on this thread!
Leave me alone, Dad. ...Plz.
I have a friend who adores werewolves and stuff like that, I think I'll be keeping an eye on this for their sake - the only other functional werewolf thing I know of is Witchery and I don't think that's anywhere near version 1.8, and has an awful lot of other content if you'd only want it for the werewolf part to begin with.
Just a quick question regarding the custom skins and multiplayer... if a player were to make their own custom skin, would it show up for anyone with the mod installed automatically, or would you need to have it installed on all the other clients and maybe the server as well? Not sure how that works, so i thought I'd ask.
I'll probably give this a go when it's got more features solidly implemented and more quirks ironed out. I'll be looking forward to it!
Yeah the book needs better organization and is a bit hard to read, the next update, which will be released in a day or two, makes it easier to read and navigate. I'll continue to make more tweaks to it each update to make it better. Also I can add the option in the config file to automatically leave the transformation after a full moon.
As for the werewolves not attacking players, it is a bug that was created when I made some changes to the AI. It is fixed in the next update, as well as other AI bugs, though I'm sure more will appear.
Sadly at this time custom skins will need to be on both clients to appear. If both clients have the same custom skins, and the same amount, in their config folder then they will show up. Otherwise it'll either show the default white/gray skin or another custom skin that the client has.
Awesome! Good to know. And just so you know, the secondary / werewolf hunger meter covers up the water breathing meter.
So, do werewolf NPCs and players have any weaknesses? Like gold swords (since there's no silver) or something?
Sorry, I don't mean to ask so many questions, but for the levels, shouldn't the guide say which level you are on for each ability? Because I kind of don't know how it works (I saw the level going up as I kept killing, I just didn't know when I'd get an ability).
Leave me alone, Dad. ...Plz.
Hey. I just saw this.
Would Love to install and try it out, but I updated my Computer to win 10, and I cant use minecraft anymore.
As long as I cant play it, I still can give suggestions to improve it.
When I still had win 7, I played a Mod called "Vampirism" that does something similar as this Mod does, but with Vampires.
Why not check it out and work together?
I dont mean that one Mod should require the other, but keeping both compatible and balanced to each other.
On the Vampirism thread, playable Werewolves are one of the most requested things, and the creator doesnt want to do more than "Maybe an Addon in far future." and its only a matter of time until someone suggests vampires in this mod, so consider to make it some sort of "Sister Mod".
You can discuss with the Vampirism creator how vampires and werewolves react to each other and if they like, hate or ignore each other.
There will be the Question if Werewolves should be drinkable and vampires eatable...
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
I wish you add the option to create your group of werewolves
a werewolf alpha is the leader of his group and he can bite humans to infect
Oh hey, Beast. Nice to see you here. By the way, you know you can run regular (Vanilla) Minecraft on Windows 10, right? The Windows 10 version of Minecraft is basically a seperate game.
And I completely agree with you about this mod being a possible candidate for being a bonus mod with maxanier's Vampirism mod, or the other way around.
Beast, for the "Vampires and Werewolves" question, I would say that because the two rely on animals, they could be agro against each other only because of hunting reasons. And I don't think that the two would want to feed / eat eachother, just kill for my previous reason. But it's just an experimental question.

Actually, I had the two mods intalled and tested them out together. I didn't see any bugs, except that you can be a vampire AND a werewolf at the same time, which isn't how it works. Both mods would only need a little tweaking with the programming and they could be compatible. But all of this is completely your decision, Razmen.
Leave me alone, Dad. ...Plz.
You should add Human npc's into the mod
I think the Villagers take the cake for that one. J-just my opinion.
Leave me alone, Dad. ...Plz.
I was planning on making this into a public 1.8 modpack, where the theme would be Vampires vs. Werewolves. The vampires would come from the "Vampirism" mod, which sadly is not 1.8. But I suggest you team up with with him/her to make them both compatible and in 1.8. I may give you a list of mods I had in mind a bit later. It would probably be the only 1.8 modpack worth playing.
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
http://www.minecraftforum.net/forums/servers/pc-servers/2811770-axiba-smp-community-focused-vanilla-survival#c4
The "Vampirism" mod is in 1.7.10 , but maxanier, the creator of that mod, is currently working on the 1.8 version. I think it's close to completion.
Day 3 of playing the Howling Mood mod, status: addicted. Help me, it's too much fun!
Leave me alone, Dad. ...Plz.
I wonder when you will add shape wolf
I wonder when you will add shape wolf
I wonder when you will add shape wolf
a werewolf has the power to turn a wolf
To Killerwolf1810 & medafaka,
I currently have no plans to add the ability to turn into a regular wolf at the moment, sorry. After I finish what I have planned up to 1.2 it might make it in.
Noobly25000,
Werewolf NPCs will be villager werewolves which will be in a update after 1.0.
ezflaffer,
Before I began coding this mod I was deciding how I would do a weakness. I thought about adding silver and I thought about having gold be a configurable weakness, but I decided against them. Instead there will be a enchantment that covers it. I might allow silver weapons if you have silver ore from another mod using the ore dictionary later though. Also thank you for catching the hunger bar covering up the water breathing meter its been fixed.
TheBeastCH & Fyqcraft,
I don't mind having/creating a add-on to bridge the mods if the creator of Vampirism would like to, but if such a thing would happen it likely won't be for quite a while. There's still a lot of things I want to add to this mod first.
I wish you add the option to create your group of werewolves
a werewolf alpha is the leader of his group and he can bite humans to infect
would you added in version 1.0.0
Yeah, alright. Sounds good. Also, you're welcome about the meter problem, I was just concerned.
I donate to the Vampirism mod, so I want to comment on this as well. But I completely agree with what you say, take your time and go at your own pace. I'll still be participating in this thread whenever I can.
Leave me alone, Dad. ...Plz.
How about having the model of the werewolf change as he/she progresses through the various tiers of savagery? A tier 1 werewolf would look like the classic Wolfman, a tier 3 one would look like a more typical werewolf, and a tier five would be a 4-block-tall hybrid with the ability to turn into a gigantic wolf.
That idea sounds really fun! The only thing I disagree with is with growing taller in tier 5. Someone might be in a place with a low ceiling and the next second they would transform, then suffocate in a block. I think just the change of appearance per tier model would be fine. But seriously, I like this idea. I just dunno how hard this is to program let alone if it's possible. We'll just have to wait for Razmen to reply!
Leave me alone, Dad. ...Plz.
an alpha wolf is the strongest werewolf so I think you should add the option to control other werewolves
Having a wolf pack is planned to be in 1.0, and the beginning of the implementation is already added in 0.9.8. The next update fleshes it out more.
There will be another model which will be 3 blocks tall and unlock at a high enough savagery tier which will be in a update after 1.0. But players will not be forced into that model, it'll be the choice of the player if they wants to go in that mode whenever they want once they have access to it. There will be additional pros & cons for that model as well. I have no plans to make a bigger model past 3 blocks at this time, at least not for players.
As for the update, it is almost done, it will be the last update before 1.0 most likely, and it'll have all the content/functionality that will be in 1.0.
Hi, can you give a few more details of it please? Like 1.7.10 or 1.8 version, what kind of server is it, and what other mods are on the server. And just in case: The increase damage only occurs if you are transformed and holding nothing in the hand. I haven't encounter this problem yet in my test server so a few more details would be helpful, thank you.